public ModelFolderRule(ProjectImportSettings.ModelFolderRule rule) { maxVertices = rule.maxVertices; shouldBatch = rule.shouldBatch; m_MeshCompression = rule.m_MeshCompression; m_IsReadable = rule.m_IsReadable; optimizeMeshForGPU = rule.optimizeMeshForGPU; m_ImportBlendShapes = rule.m_ImportBlendShapes; m_AddColliders = rule.m_AddColliders; keepQuads = rule.keepQuads; weldVertices = rule.weldVertices; m_ImportVisibility = rule.m_ImportVisibility; m_ImportCameras = rule.m_ImportCameras; m_ImportLights = rule.m_ImportLights; swapUVChannels = rule.swapUVChannels; generateSecondaryUV = rule.generateSecondaryUV; normalImportMode = rule.normalImportMode; tangentImportMode = rule.tangentImportMode; m_AnimationType = rule.m_AnimationType; m_LegacyGenerateAnimations = rule.m_LegacyGenerateAnimations; importAnimation = rule.importAnimation; m_AnimationCompression = rule.m_AnimationCompression; m_OptimizeGameObjects = rule.m_OptimizeGameObjects; importMaterials = rule.importMaterials; maxBones = rule.maxBones; maxBoneWeights = rule.maxBoneWeights; }
public GpuSkinTroopModelImportSetting(ProjectImportSettings.ModelFolderRule rule) : base(rule) { }
public HeroModelImportSetting(ProjectImportSettings.ModelFolderRule rule) : base(rule) { }
public BuildingModelImportSetting(ProjectImportSettings.ModelFolderRule rule) : base(rule) { }
public static ProjectImportSettings.ModelFolderRule Create(ModelImporter modelImporter, ProjectImportSettings.ModelFolderRule rule) { if (modelImporter.assetPath.StartsWith(GpuSkinTroopPath)) { return(new GpuSkinTroopModelImportSetting(rule)); } else if (modelImporter.assetPath.StartsWith(TroopPath)) { return(new TroopModelImportSetting(rule)); } else if (modelImporter.assetPath.StartsWith(HeroPath)) { return(new HeroModelImportSetting(rule)); } else if (modelImporter.assetPath.StartsWith(BuildingPath)) { return(new BuildingModelImportSetting(rule)); } return(rule); }